Super Mario Maker Course Sharing & Feedback Thread

Super Mario Maker Course Feedback!

Hello There! I am quite new to making courses in Super Mario Maker, and I have noticed not many people have actually played my courses. This is a problem since I won't actually know what I'm doing wrong in them (and sadly, I haven't been starred yet :( ). Here are my 5 current uploaded courses:

1E31-0000-013F-D565
E46B-0000-013F-D7DB
05E9-0000-014A-85A6
98BB-0000-014F-48B3
2346-0000-0152-8FBA

I would really love some helpful feedback (and starring! :) ) Thx in advance for the constructive criticism, I know it would really help me out in making fun, enjoyable courses!
 
Buzzy Beetle Barrage

At first, I thought that the fact you couldn't beat this one to upload it is a sign that level might be too difficult for players to beat. To some extent, that turned out to be true, but I didn't exactly struggled much since I'm experienced enough. It's often a matter on landing dead-center on top of each Para-Beetle. The hitbox of the large Para-Beetle can be pretty deceiving, regardless of the game style.

What you've done with the first level you posted is a step to the right direction about how focusing on an idea will often end up get you more of the idea. The first horde of Para-Beetles is basic, but it works. It has you to jump from one to another to make your way to the first checkpoint. The section after the checkpoint has you raising these creatures coming out from pipe to overcome obstacles that would otherwise plummet Mario down to his doom. The barrage after the 2nd checkpoint is basically the same idea as the very beginning of the stage, this time they're bigger and supposedly easier to land. It does feel a bit redundant, so either shortening the stage or throwing something new to the table would make the level less of a drag.

Considering this level is a bit on the long side, I felt that the safe spots are rare. It means that if I were to dawdle a bit too long on any area other than the section with pipes spawning Para-Beetles, it'll make the stage unwinnable. Consider using the doors to respawn them if you give the players more breathing room.

I really enjoyed the level, but there's still a lot of room for improvement.


Have some Death!

I went with the one that has checkpoint, so I'll assume the older version is quote-on-quote similar. The problem you had with the level stems from the fact that you threw too many ideas on one stage, something I'll explain later in this post, since this also applies to a good amount of levels posted in this thread so far.

At beginning, I was almost caught off-guard by the very fast autoscrolling right at the beginning of the stage. If I had more breathing room at the start, it would help a lot of players not to fail right after they begin playing the level.

Also, there is a room where there's plenty of Magikoopas on one screen. Them, along with plentiful of course blocks caused a lot of RNG mayhem with them cast spells and warp all over the place. It's a lot confusing, but I was thankfully fully equipped with Fire Flower and Yoshi, so I could get through the room without too much problem.

So yeah. It's not bad but it's also forgettable.

Thanks for the critique. I want to improve some of my levels and upload them again.

The Buzzy Beetle one was hard to make. I wanted to use pipes to make them fly left, but if the pipe was too far away, they wouldn't appear at all. I thought it would look weird if there were several pipes to make them fly left, but maybe I'll experiment with it more. If they flew right, you wouldn't have to keep jumping on them and I wanted to make a jump challenge. The second part of the course is the most fun to me so I want to improve the other parts. I can pass each section of this level, but I have trouble with precision jumps so that's why I got help uploading it. Maybe if I tried the first section with several pipes, the pipes could be safe spots and it would stop random buzzies from being delayed to appear.

Have some death started as a lava level similar to the fun autoscrolling one in world 8 of the wii super Mario game. I wanted to play with the fast autoscroll in something that wasn't a music course. The magikoopas were inspired by one of my brother's courses that I keep playing because the random magic attacks are funny to me. Maybe this would be better as two different courses, an autoscroll one and a magikoopa one. :)
 
Hello There! I am quite new to making courses in Super Mario Maker, and I have noticed not many people have actually played my courses. This is a problem since I won't actually know what I'm doing wrong in them (and sadly, I haven't been starred yet :( ). Here are my 5 current uploaded courses:

1E31-0000-013F-D565
E46B-0000-013F-D7DB
05E9-0000-014A-85A6
98BB-0000-014F-48B3
2346-0000-0152-8FBA

I would really love some helpful feedback (and starring! :) ) Thx in advance for the constructive criticism, I know it would really help me out in making fun, enjoyable courses!

It's perfectly normal that you won't get many stars right off the bat. It's a matter of time that you'll end up gaining more of them, especially when you just recently got the game. Therefore, I'll go easy with you. I've certainly got things to say about making a good level design in general. I won't provide feedback specifically for each level, but rather about some of the level design decisions that you often implement on most of these levels.


A common problem I've noticed among many new makers is that the level lack identity of its own. I wasn't surprised to see your levels suffer from that too. When I played them, I've felt that these either are just mere mishmash of ideas that never seemed to expand beyond the moment you introduced the course elements, or the ideas weren't clearly defined to begin with. As result, the levels would end being forgettable. If you stick to just a few ideas and limit the amount of different course elements you'd throw at a level, you'd be surprised on how much they could be expanded.
"Sweeping Snake Block Fortress" is one of the examples of a level that introduces one idea and then expand upon it. It has you riding on a fast moving snake block and jumping out of it and crouch down to dodge the obstacles and keep tracking the snake block. There's some challenge in it, but it shouldn't be difficult for anyone familiar enough with the platforming genre. At the end of the stage, there's an interesting twist that occurs near the axe, but I'll leave that for yourself to discover.


I see that you're quite proficient with jumping from one square-long block to another, which is why I've seen some precision jumping sections. However, there's plenty of players who couldn't quite do these feats in a consistent manner, since they have to control Mario's momentum falling after jumping so they can land on ground safely. As such the level becomes more difficult than you might think it is. If you'd like to create a more accessible stage, give them at least 3 spaces-long of ground for a walking jump
and 5 for a running jump.


As much as I want the levels to be more playable, you might want to consider making them look good as well. For example, the ground you've laid out are floating above the bottomless pit. You could add more ground below the already existing ones to make them not hovering above the gap.
Have you noticed that decoration elements pop out while you're laying some ground? Here's another nifty trick you could use to make certain areas of your stage prettier: Hold L or R in the editor and draw a rectangle that covers whichever ground that has a decoration. Then, let go the shoulder buttons. Hold ZL or ZR and drag that set of blocks to wherever you want. And voil?, you also copied the decoration along with the ground.
A good example of mine is "Expedition to Koopa Mines". It's not a challenging level by any means for an average player, but it encourages you to explore a little bit and has some aesthetically pleasing areas.



@Zulehan: If had to upload another version of this stage, then that soft-locking incident is going to be fixed. Thanks for telling me about that.
As for the Jumping Giant Piranha Plant escorting with trampoline, I did address the issue by providing a visual hint next to the checkpoint area I added in version 1.1, which is supposed to tell what's coming ahead. I also added course blocks underneath the giant plants to give a better indication on where to place the trampoline.
The somewhat confusing Winged Piranha Plants coming out of pipes section are functionally the same between both version, but the only difference in there is that if you reach where you had to balance with the plants, is that you restart at that very specific section instead of warping you back to the first pit. Though, I suppose I should have added coin trails that leads to the right way.

By the way, I gave a shot to all four levels from your signature yesterday. I'll be giving them a proper feedback later this week. These levels are pretty tough for me, so I'll have to take time to examine them with proper attention.
 
@Zulehan: If had to upload another version of this stage, then that soft-locking incident is going to be fixed. Thanks for telling me about that.
As for the Jumping Giant Piranha Plant escorting with trampoline, I did address the issue by providing a visual hint next to the checkpoint area I added in version 1.1, which is supposed to tell what's coming ahead. I also added course blocks underneath the giant plants to give a better indication on where to place the trampoline.
The somewhat confusing Winged Piranha Plants coming out of pipes section are functionally the same between both version, but the only difference in there is that if you reach where you had to balance with the plants, is that you restart at that very specific section instead of warping you back to the first pit. Though, I suppose I should have added coin trails that leads to the right way.

By the way, I gave a shot to all four levels from your signature yesterday. I'll be giving them a proper feedback later this week. These levels are pretty tough for me, so I'll have to take time to examine them with proper attention.
The soft lock might have been a problem if I had been traversing your level for a long while as some levels require, but your level, though not short on challenge, is relatively short, so it did not discourage me at all from restarting.

I believe there may have been fewer options toward the end of the level than I supposed. Part of why I started getting confused was when I entered one pipe and ended up in a room with a red shell koopa and three coin boxes. The first box I tried gave a sound effect indicating 'incorrect answer,' while the second I tried indicated 'correct answer,' and I foolishly jumped to my death, ha. So I decided maybe that entire room was incorrect and I should try a different one instead. So I ended up in the one with the piranhas in clown cars, and found the end.

I didn't notice any actual flaw with your design and am not sure if you should be adding coin trails or anything like that.

Thanks for giving my levels a shot, and offering feedback. There are a few issues I noticed so far, and would have re-uploaded if only I am reluctant to upload another version while keeping the original up, or deleting the original entirely and losing stats.* (Even so, I definitely want to take all advice I've gotten into account for future levels.) For instance, in 'House of the Spined Moles,' I noticed it is possible to soft-lock in the area with the two red bill blasters on moles if you drop below the raised platform in the center, though one player interestingly dropped down from that platform on purpose AFTER using the p-switch he brought back up with him, turning what would otherwise be a soft lock into another way through.

Moreover, some game 'mechanics' in 'Big Boo Sisters' New Castle' may not be apparent, such as the idea (even with the 'tutorial room' I set up) to move the cannon with the p-switch, or to place the POW on the muncher, or that you must be close to the pipe in order for its contents to drop down while the yellow blocks are turning.

And in 'House of the Munchers,' in desiring two paths that ultimately meet up in the same room, I ended up putting my first checkpoint pretty late in the level, and by not making my pipes one way I left open the possibility for 'cheese' near the end.

Finally but not least, I underestimated the difficulty of vine jumping, since it comes easy to me: apparently there are people for whom vine jumping comes easy, but even players who enjoy 'Kaizo'-type levels were made to cry (e.g., one said, 'How the f--- do you do vine jumps?') when playing 'Princess Daisy's Hanging Gardens' and 'Naval Piranha's Stray Vines.'

* I know stars are kept, but I like keeping all the stats shown for the levels.
 
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It's perfectly normal that you won't get many stars right off the bat. It's a matter of time that you'll end up gaining more of them, especially when you just recently got the game. Therefore, I'll go easy with you. I've certainly got things to say about making a good level design in general. I won't provide feedback specifically for each level, but rather about some of the level design decisions that you often implement on most of these levels.


A common problem I've noticed among many new makers is that the level lack identity of its own. I wasn't surprised to see your levels suffer from that too. When I played them, I've felt that these either are just mere mishmash of ideas that never seemed to expand beyond the moment you introduced the course elements, or the ideas weren't clearly defined to begin with. As result, the levels would end being forgettable. If you stick to just a few ideas and limit the amount of different course elements you'd throw at a level, you'd be surprised on how much they could be expanded.
"Sweeping Snake Block Fortress" is one of the examples of a level that introduces one idea and then expand upon it. It has you riding on a fast moving snake block and jumping out of it and crouch down to dodge the obstacles and keep tracking the snake block. There's some challenge in it, but it shouldn't be difficult for anyone familiar enough with the platforming genre. At the end of the stage, there's an interesting twist that occurs near the axe, but I'll leave that for yourself to discover.


I see that you're quite proficient with jumping from one square-long block to another, which is why I've seen some precision jumping sections. However, there's plenty of players who couldn't quite do these feats in a consistent manner, since they have to control Mario's momentum falling after jumping so they can land on ground safely. As such the level becomes more difficult than you might think it is. If you'd like to create a more accessible stage, give them at least 3 spaces-long of ground for a walking jump
and 5 for a running jump.


As much as I want the levels to be more playable, you might want to consider making them look good as well. For example, the ground you've laid out are floating above the bottomless pit. You could add more ground below the already existing ones to make them not hovering above the gap.
Have you noticed that decoration elements pop out while you're laying some ground? Here's another nifty trick you could use to make certain areas of your stage prettier: Hold L or R in the editor and draw a rectangle that covers whichever ground that has a decoration. Then, let go the shoulder buttons. Hold ZL or ZR and drag that set of blocks to wherever you want. And voil?, you also copied the decoration along with the ground.
A good example of mine is "Expedition to Koopa Mines". It's not a challenging level by any means for an average player, but it encourages you to explore a little bit and has some aesthetically pleasing areas.



@Zulehan: If had to upload another version of this stage, then that soft-locking incident is going to be fixed. Thanks for telling me about that.
As for the Jumping Giant Piranha Plant escorting with trampoline, I did address the issue by providing a visual hint next to the checkpoint area I added in version 1.1, which is supposed to tell what's coming ahead. I also added course blocks underneath the giant plants to give a better indication on where to place the trampoline.
The somewhat confusing Winged Piranha Plants coming out of pipes section are functionally the same between both version, but the only difference in there is that if you reach where you had to balance with the plants, is that you restart at that very specific section instead of warping you back to the first pit. Though, I suppose I should have added coin trails that leads to the right way.

By the way, I gave a shot to all four levels from your signature yesterday. I'll be giving them a proper feedback later this week. These levels are pretty tough for me, so I'll have to take time to examine them with proper attention.

Thx so much for the feedback! I'll definitely incorporate some of the new techniques you stated. :)
 
The soft lock might have been a problem if I had been traversing your level for a long while as some levels require, but your level, though not short on challenge, is relatively short, so it did not discourage me at all from restarting.

I believe there may have been fewer options toward the end of the level than I supposed. Part of why I started getting confused was when I entered one pipe and ended up in a room with a red shell koopa and three coin boxes. The first box I tried gave a sound effect indicating 'incorrect answer,' while the second I tried indicated 'correct answer,' and I foolishly jumped to my death, ha. So I decided maybe that entire room was incorrect and I should try a different one instead. So I ended up in the one with the piranhas in clown cars, and found the end.

I didn't notice any actual flaw with your design and am not sure if you should be adding coin trails or anything like that.

Thanks for giving my levels a shot, and offering feedback. There are a few issues I noticed so far, and would have re-uploaded if only I am reluctant to upload another version while keeping the original up, or deleting the original entirely and losing stats. (Even so, I definitely want to take all advice I've gotten into account for future levels.) For instance, in 'House of the Spined Moles,' I noticed it is possible to soft-lock in the area with the two red bill blasters on moles if you drop below the raised platform in the center.

Moreover, some game 'mechanics' in 'Big Boo Sisters' New Castle' may not be apparent, such as the idea (even with the 'tutorial room' I set up) to move the cannon with the p-switch, or to place the POW on the muncher, or that you must be close to the pipe in order for its contents to drop down while the yellow blocks are turning.

And in 'House of the Munchers,' in desiring two paths that ultimately meet up in the same room, I ended up putting my first checkpoint pretty late in the level, and by not making my pipes one way I left open the possibility for 'cheese' near the end.

Finally but not least, I underestimated the difficulty of vine jumping, since it comes easy to me: apparently there are people for whom vine jumping comes easy, but even players who enjoy 'Kaizo'-type levels were made to cry (e.g., one said, 'How the f--- do you do vine jumps?') when playing 'Princess Daisy's Hanging Gardens' and 'Naval Piranha's Stray Vines.'

So, you've found the bonus room on my level then. I don't exactly remember what I stuffed in the ? blocks in that room, probably a lot of coins, one 1UP mushroom and perhaps Cape Feather. You'd have to spin jump on the small winged plant to reach to the rewards. This was addressed in v1.1, where wrong choice will give them winged plants (which still gives you an option to access to the rewards), whereas the correct one will grow a vine. Perhaps one of the minor mistakes I slipped on the level design of the early version is that the only exit pipe of the bonus area warps the player backwards, but never away from the pipes sections.

In the levels I tried, I didn't have much problem figuring out exactly what to do, since I do have a fair amount of knowledge on how the course elements work. Perhaps it's the lesser experienced players who couldn't easily figure out what to do at times. I do have to give credit for implementing such interesting ideas on your levels, which made them worth playing. Let's delve a bit deeper on the levels!

Vine jumping on "Naval Piranha's Stray Vines" didn't pose me too much of an issue, but I do have to admit it can possibly becomes tricky at times if the player hanging on a vine is required to hop on a block sitting on the top end of a vine, like during the fight with Giant Fire Piranha Plant. I only ever lost two lives in this level, which was caused by that section alone. The vine jumping idea worked well throughout the stage and never required a ridiculous level of precision unlike one of the other levels, which I'll mention that later on. The level makes use of this mechanic fairly regularly during the stage, which made me get used to it to easily overcome the later obstacles. Some of these sections had Jumping Piranha Plants that I could spin jump on them to make my way without necessarily having to use the vines.
This is a great level to train with vine jumping!

However, on "Big Boo Sisters' New Castle", vine jumping only happens on one section before the checkpoint, and its layout is much trickier to perform than anything that "Naval Piranha's Stray Vines" threw at me. The Boos aren't a problem here, but it's once again the sheer level of precision being required that cause this particular area to be annoying. If I want to make the P-Switch elevating the Cannon part clearer, maybe I would have to add a ? Block close to the the cannon hanging the wall. Players would be more inclined to watch what happens if they hit the block. A bit similar to the official Bowser's Puzzle Dungeon level, which had the P-Switch being activated by the Bill Blaster just above it with the ? Block method. Not entirely sure that method would only elevate the cannon hanging on a wall, but it's worth trying.
The best part of the level is at the end of the stage, where the player have to carry a Koopa shell spawning from a pipe and launch them on the blocks to uncover a pipe that spawns a Spiny Helmet and smash blocks with it to be able to spawn a P-Switch. And all of that while being careful on how the Boos should be positioned in order to minimize their threat and having to climb the vine to make the pipe visible, so it could spawn something.
Still a well-thought level in overall. I ought to give it a star that when I get back to the game.

The "House of the Munchers" appeared to be pretty difficult for me at first, especially the main route before the first checkpoint. But then, I eventually found out an easily accessible shortcut at the beginning and an exploit with that particular checkpoint setup (which is fixed in "Big Boo Sisters' New Castle"), both of which helped me a lot on beating the stage. That exploit involved Mario having enough running momentum to jump in the rightmost block of the checkpoint platform and holding Down and Left so Super Mario could immediately crouch slide and completely skip the Grinder unscathed. It's a bit tricky to do, but I guess being crafty did rewarded me quite well, hehe.
Oh, and I found out that in the first checkpoint area, there's no clear indication on which pipe to go. If I were to take the left one, it leads me to the secret room and I would then immediately fall to the spikes. A possible workaround for a one-way pipe is to make sure the horizontal pipes that I shouldn't go lack any supporting block that allows Mario entering through pipe. The same can be done to fix the pipe exploit you've encountered.
I do think that "House of the Munchers" is definitely another star-worthy level!

I'm quite surprised to see that "House of the Spined Moles" having a significantly lower clear rate than the rest of your levels, and the bookmark site doesn't consider its difficulty as Super-Expert right now. The stage as a whole doesn't require as much precision movement as some of the other levels of yours. In comparison to the others, it shouldn't be too difficult for me to clear with a little more effort on my side.
I love on how you added that failsafe Lakitu cloud in case I fail to spawn a high enough vine from the very beginning of the stage, assuming that the P-Switch effect didn't run out of time. But then, speedrunners would prefer getting the vine grow long enough so they could shave off a few seconds off. Spin jumping sure helps a lot when getting past of the Spined Moles, so does quickly clearing sections that has cannon in order to minimize their screen-time, therefore reducing its threat.
I haven't said that this one is a pushover, so there's still fun to be had. Maybe I'll finish the level in a proper manner, to rise the clear rate by a bit.
 
So, you've found the bonus room on my level then. I don't exactly remember what I stuffed in the ? blocks in that room, probably a lot of coins, one 1UP mushroom and perhaps Cape Feather. You'd have to spin jump on the small winged plant to reach to the rewards. This was addressed in v1.1, where wrong choice will give them winged plants (which still gives you an option to access to the rewards), whereas the correct one will grow a vine. Perhaps one of the minor mistakes I slipped on the level design of the early version is that the only exit pipe of the bonus area warps the player backwards, but never away from the pipes sections.

In the levels I tried, I didn't have much problem figuring out exactly what to do, since I do have a fair amount of knowledge on how the course elements work. Perhaps it's the lesser experienced players who couldn't easily figure out what to do at times. I do have to give credit for implementing such interesting ideas on your levels, which made them worth playing. Let's delve a bit deeper on the levels!

Vine jumping on "Naval Piranha's Stray Vines" didn't pose me too much of an issue, but I do have to admit it can possibly becomes tricky at times if the player hanging on a vine is required to hop on a block sitting on the top end of a vine, like during the fight with Giant Fire Piranha Plant. I only ever lost two lives in this level, which was caused by that section alone. The vine jumping idea worked well throughout the stage and never required a ridiculous level of precision unlike one of the other levels, which I'll mention that later on. The level makes use of this mechanic fairly regularly during the stage, which made me get used to it to easily overcome the later obstacles. Some of these sections had Jumping Piranha Plants that I could spin jump on them to make my way without necessarily having to use the vines.
This is a great level to train with vine jumping!

However, on "Big Boo Sisters' New Castle", vine jumping only happens on one section before the checkpoint, and its layout is much trickier to perform than anything that "Naval Piranha's Stray Vines" threw at me. The Boos aren't a problem here, but it's once again the sheer level of precision being required that cause this particular area to be annoying. If I want to make the P-Switch elevating the Cannon part clearer, maybe I would have to add a ? Block close to the the cannon hanging the wall. Players would be more inclined to watch what happens if they hit the block. A bit similar to the official Bowser's Puzzle Dungeon level, which had the P-Switch being activated by the Bill Blaster just above it with the ? Block method. Not entirely sure that method would only elevate the cannon hanging on a wall, but it's worth trying.
The best part of the level is at the end of the stage, where the player have to carry a Koopa shell spawning from a pipe and launch them on the blocks to uncover a pipe that spawns a Spiny Helmet and smash blocks with it to be able to spawn a P-Switch. And all of that while being careful on how the Boos should be positioned in order to minimize their threat and having to climb the vine to make the pipe visible, so it could spawn something.
Still a well-thought level in overall. I ought to give it a star that when I get back to the game.

The "House of the Munchers" appeared to be pretty difficult for me at first, especially the main route before the first checkpoint. But then, I eventually found out an easily accessible shortcut at the beginning and an exploit with that particular checkpoint setup (which is fixed in "Big Boo Sisters' New Castle"), both of which helped me a lot on beating the stage. That exploit involved Mario having enough running momentum to jump in the rightmost block of the checkpoint platform and holding Down and Left so Super Mario could immediately crouch slide and completely skip the Grinder unscathed. It's a bit tricky to do, but I guess being crafty did rewarded me quite well, hehe.
Oh, and I found out that in the first checkpoint area, there's no clear indication on which pipe to go. If I were to take the left one, it leads me to the secret room and I would then immediately fall to the spikes. A possible workaround for a one-way pipe is to make sure the horizontal pipes that I shouldn't go lack any supporting block that allows Mario entering through pipe. The same can be done to fix the pipe exploit you've encountered.
I do think that "House of the Munchers" is definitely another star-worthy level!

I'm quite surprised to see that "House of the Spined Moles" having a significantly lower clear rate than the rest of your levels, and the bookmark site doesn't consider its difficulty as Super-Expert right now. The stage as a whole doesn't require as much precision movement as some of the other levels of yours. In comparison to the others, it shouldn't be too difficult for me to clear with a little more effort on my side.
I love on how you added that failsafe Lakitu cloud in case I fail to spawn a high enough vine from the very beginning of the stage, assuming that the P-Switch effect didn't run out of time. But then, speedrunners would prefer getting the vine grow long enough so they could shave off a few seconds off. Spin jumping sure helps a lot when getting past of the Spined Moles, so does quickly clearing sections that has cannon in order to minimize their screen-time, therefore reducing its threat.
I haven't said that this one is a pushover, so there's still fun to be had. Maybe I'll finish the level in a proper manner, to rise the clear rate by a bit.
Thank you kindly for the feedback. The vine jump portion of 'Big Boo Sisters' New Castle' was brought up by another player, as well, though in this case he was more concerned with the 'stretch' Boos not always having the same order, which might throw a player off with the already difficult vine jumps. The solution we both thought to possibly implement is the use of a warp door nearby to reset, which is an idea I've since used on my most recent level (uploaded about 48 hours ago).

Going back to the precision required with the vine jumps, however, I definitely believe this relates back to my underestimating the difficulty of vine jumps. In fact, there is an ever more precise vine jump required in another of my levels, 'Princess Daisy's Hanging Gardens,' and I suspect it may be largely responsible for the 'super expert' label that the new SMM bookmark site has given it. Feedback such as yours and those by others about the vines used in my levels have weighed on my mind with the most recent level I created, which definitely has the least frustrating vine jump so far, heh.

In regards to the section requiring use of a p-switch to move a cannon up, I have to admit I have some difficulty picturing what you suggest with the question block. When you suggest adding the block, do you mean to the 'tutorial' itself where the note block is hitting the p-switch, or in the 'main' room where there is just the cannon and POW block? Sorry for my confusion, heh.

Speaking of tutorials, I was also thinking of adding one for the part where you place the POW block on the muncher, as I remember seeing one player confused on this point for quite some time; he ended up using the POW on the munchers left of the warp door where the snake blocks are, which made me think this might be a good place to show a muncher with a POW block on it. And I also thought to stretch the end of the level (the 'boss fight room') to add a fourth pipe leading to a room that shows two things: (1) that the spiky helmet kills Boos and (2) that it may be suggested to hit the two question blocks to reveal vines, and to jump between the vines to hit the turn blocks while also staying near the pipe, though I think this may make the tutorials a bit overkill.

In regards to 'House of the Munchers,' I assume the shortcut you refer to is the pipe right next to the start of the level. Interestingly, I found not only that players were just as likely to find this route first, but that some were actually convinced there was no other route even after using the vine leading to the two question blocks with munchers inside them. It has really been quite interesting to see how players interact with this first part of the level, heh.

And good catch on the exploit (or, as some players refer to it, 'cheese') regarding the checkpoint, and it being fixed on a later level: indeed, I noticed one player used Mario's momentum to keep the mushroom power-up from the checkpoint, which led to me adding the vertical wall on one side of the checkpoint. Glad to say his attempt to 'cheese' the latter level worked no longer.

Moreover, definitely agree with you on the need for a one-way pipe for clarity. I was naive to think that merely putting the 'correct' pipe at the center should be sufficient, but having the one-way block or otherwise preventing re-entry into the pipe for each route leading to the first checkpoint would be the clear indication I need of which way to go. I learned this the hard way when the person who took the route ending with the pipe on the left kept going to the pipe on the right instead of the center, even after falling to his death several times (one time the coins even turned into blocks, which probably encouraged him into thinking it might be a valid route after all, rather than the 'tail end' of an alternate route). Feedback such as yours and those of other players for 'House of the Munchers' was definitely the learning experience for me about being mindful of making sure players are not confused about which pipe to take.

In regards to 'House of the Spined Moles,' particularly the use of a vine and Lakitu cloud as two ways up, I was interested to find out that most people so far used the cloud and did not even consider the vine (some not even hitting the question block once). And two players used neither: in that narrow gap I filled with turn blocks, they simply run to the end and hit the jump button at the precise moment allowing them to get to the block where the vine would end. Definitely the most difficult way to get up, but whatever works for them, heh, and certainly a third way to get up if both the cloud and vine fail. (Edit: Oh! Just remembered that the reason I initially added a Lakitu cloud was simply because I feel like they aren't used enough as a simple reward. I mean, yeah, you see Lakitu clouds a lot, but most often with Lakitu or other koopas using it and trying to hit you, rather than an unused cloud for you to just use as you see fit. And I knew I had to use the cloud again after seeing the pleasantly surprised reaction of one player to see that 'power-up' revealed to him after hitting a question block.)

Yes, I definitely found myself enjoying using the spin-jump in this level: I invariably used it when getting past those wrench-throwing moles near the horizontal pipes with hidden tracks, and of course it is required with the boss and the mole stuck between two bullet bill cannons (by the way, in case you don't know, if you stick a giant dry bones between the two bullet bills cannons, he ends up on top of the second cannon after putting himself back together; seeing this in one level is what gave me the idea).

Thank you again very much!

Edit: And, oh, yes, in that section of 'Naval Piranha's Stray Vines' where I had the piranhas on top for spin jumping, this is the method I've seen most players use, and indeed I am glad to have it there since those vine jumps, or so I felt, are a little more punishing. I actually naively intended the piranhas to prevent using the block on top of the vine, forgetting you could spin jump on them, but I was actually glad to discover the piranhas made it easier, as otherwise I feel a lot more players would have quit the level, especially as I figured out how much more difficult vine jumps can be for some players (as mentioned before, I once thought vine jumps would be so easy for other players just because I was having an easy time with them).
 
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Can anyone recommend a youtuber that frequently makes or used to make levels in Mario Maker? I watch plenty of series where youtubers play levels that have been created but I'd like to see the process some people go through to make levels so I can get better at it :)
 
Can anyone recommend a youtuber that frequently makes or used to make levels in Mario Maker? I watch plenty of series where youtubers play levels that have been created but I'd like to see the process some people go through to make levels so I can get better at it :)
I don't know about YouTube, but you can see plenty of creation in action on Twitch, not only live but through 'Past Broadcasts' on each user's profile. For instance, check out a guy with the user name GoSeigen: he is just as often creating levels as he is playing them.
 
I don't know about YouTube, but you can see plenty of creation in action on Twitch, not only live but through 'Past Broadcasts' on each user's profile. For instance, check out a guy with the user name GoSeigen: he is just as often creating levels as he is playing them.

Thanks! I didn't even think about twitch for that!
 
I made a few new levels starring the bumpers!

Check out my profile if you want to bookmark them!
https://supermariomakerbookmark.nintendo.net/profile/lars708

The first one is a bit uninspired as it is the first level i made in a long time, will update it to match my other levels more very soon.

The second one is a bit different, i thought of a new mechanic and this level is full of it! However, it is rather difficult to master the mechanic i used and i can not find a proper way to balance it sadly (you will know what i mean once you played the level). I hope that you guys won't give up and make it to the end! It is rather tough but i tried to make it fair at the same time!
 
I have updated Have Some Death (47CD-0000-0169-E994) to have more Magikoopas and be in a boo house. There's even a shortcut if the Magikoopas are nice to you. :)

I also finally finished my first music level. It is Rusty Bucket Bay from Banjo Kazooie. I love this one. :D (CF29-0000-016F-630B) What do you think?
 
Hey guys! I made a Zelda-themed level called My Zelda Dungeon not long ago, made especially for Zelda fans. It's not the most impressive level ever, but I tried my best. Thank you!

Course ID: 30E0-0000-0168-85A9

Feedback is obviously welcome :) (just don't be too nasty about it ;))

WARNING! Like most dungeons in the Zelda series, there are no checkpoints!!!
 
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I made this level a month ago, which (as the title of the level says) contains the remake of world 6-1 of NSMB DS:
8A50-0000-011F-5138-Sunken Airship Ft. DS 6-1
Critiques are highly appreciated! n_n
 
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Can anyone recommend a youtuber that frequently makes or used to make levels in Mario Maker? I watch plenty of series where youtubers play levels that have been created but I'd like to see the process some people go through to make levels so I can get better at it :)

Yeah. Darby of Blue Television Games doesn't showcase making levels too often, but here's a good one:

https://www.youtube.com/watch?v=7xwssvAQB98

He's a nice guy and makes great levels, and he showcases a lot of other peoples' levels. He's worth a look.
 
Thanks to the peoples who suggested makers to watch!

I finally completed a level. It's probably kinda cliche since it's my first but o well. It's called "Gotta P?" and it was intended to be a hard/expert level. If anyone wants to try it the id is: B2D8-0000-0176-C46E
 
I got to play some more levels tonight made from some TBT fellows there and here's my thoughts on them:

@lars708:
The first level (at least, the early version) does seem to be, well, pretty standard overall. At least you didn't threw too many ideas on one stage and the difficulty is just right. Also, I thought I managed to get stuck between the Bumpers from the bonus room, but I eventually got shot out soon enough. Aside of that, nothing much to say here.

The second level is a bit more interesting to discuss about it, but that's mostly about on how the stage reveals the problems with the Bumpers. There's some blind jump involved in some of the Bumper sections, as they fall on rails off-screen and have to rely on memorization regarding where the Bumpers might be.
The camera doesn't follow quite well the player after jumping off from a Bumper until they land on another one, which could possibly lead to unwanted collisions from potentially off-screen obstacles. It's tolerable if the stage couldn't scroll vertically, but it does, so...
The final section has us relying on either holding the jump button or not, to dodge obstacles accordingly. It's tricky, since not holding it would make Mario jump rather low and not have much room to move between the Bumpers, while jumping higher would propel him much faster than bouncing high from a trampoline. The fact that hitbox of a Bumper is actually a circle, rather than a square? That also makes it harder to anticipate how to control Mario's aerial movement. Maybe if the Bumpers are bunched up closer to each other in a similar fashion to what I did with the blocks on my level called Sweeping Snake Block Fortress, it would make balancing Mario more controllable? It's even easier to do that by using the doors to "synchronize" the Bumpers on rail and make sure they're lined up the way you want without having to rely on vertical track.


@TykiButterfree:
I have nothing to say about the music level, since I'm no expert on that matter. I've got to say a few things about the another iteration of "Have some death!".

I appreciate on how you picked the right theme for what the level is. It feels like the Ghost House theme is more fitting than the Castle theme of the previous version. All of the set pieces you've used feel right at home with that theme.

The section where you have to tread between the carefully placed masses of Boo Circles is probably one of the best aspects of this level. The difficulty is just right and it's fun having to adjust my character's position without too much hassle.

My only problem with the stage is that it's possible to instantly die right at the beginning of the stage. Thankfully, it's not immediately right next to Mario, but still.


@Matt0106:
I did enjoy the level. The puzzles were pretty light, as it mostly involves hitting the P-Switch and hurrying up to open passages. It did made for a relatively seamless Zelda experience on a Mario platformer. The level is just short and easy enough that not including a checkpoint is pretty much a moot point, at least for a seasoned Mario player. I did get the feeling that you actually went up to polish the level before uploading it, save for one instance.

At the very beginning of the level, I can access the top of the dungeon by running & jumping off from a note block and landing on trees. Then I did the same from a higher tree to reach the top of the building. And it leads to nothing but an area that anyone could get permanently stuck until they fall in a hole. Since a fair amount of effort went for some outside of the box tricks, it would make sense to reward the player with something and a way to get back to the main path. A small shortcut, coins and/or whatnot are a good reward for that.

Overall, the level is solid!



I'll be writing my opinions about the levels requested by Jetix and Yoshisaur within 2 days or less. I was writing this entire post at night and don't want to be too late at work. I do have a lot to say about the former's latest effort, but I can definitely tell he has improved since I last played his levels. And the latter's level design for that stage is reminiscent of Kaizo Mario where repeated plays is the name of the game.
 
I got to play some more levels tonight made from some TBT fellows there and here's my thoughts on them:

@lars708:
The first level (at least, the early version) does seem to be, well, pretty standard overall. At least you didn't threw too many ideas on one stage and the difficulty is just right. Also, I thought I managed to get stuck between the Bumpers from the bonus room, but I eventually got shot out soon enough. Aside of that, nothing much to say here.

The second level is a bit more interesting to discuss about it, but that's mostly about on how the stage reveals the problems with the Bumpers. There's some blind jump involved in some of the Bumper sections, as they fall on rails off-screen and have to rely on memorization regarding where the Bumpers might be.
The camera doesn't follow quite well the player after jumping off from a Bumper until they land on another one, which could possibly lead to unwanted collisions from potentially off-screen obstacles. It's tolerable if the stage couldn't scroll vertically, but it does, so...
The final section has us relying on either holding the jump button or not, to dodge obstacles accordingly. It's tricky, since not holding it would make Mario jump rather low and not have much room to move between the Bumpers, while jumping higher would propel him much faster than bouncing high from a trampoline. The fact that hitbox of a Bumper is actually a circle, rather than a square? That also makes it harder to anticipate how to control Mario's aerial movement. Maybe if the Bumpers are bunched up closer to each other in a similar fashion to what I did with the blocks on my level called Sweeping Snake Block Fortress, it would make balancing Mario more controllable? It's even easier to do that by using the doors to "synchronize" the Bumpers on rail and make sure they're lined up the way you want without having to rely on vertical track.


@TykiButterfree:
I have nothing to say about the music level, since I'm no expert on that matter. I've got to say a few things about the another iteration of "Have some death!".

I appreciate on how you picked the right theme for what the level is. It feels like the Ghost House theme is more fitting than the Castle theme of the previous version. All of the set pieces you've used feel right at home with that theme.

The section where you have to tread between the carefully placed masses of Boo Circles is probably one of the best aspects of this level. The difficulty is just right and it's fun having to adjust my character's position without too much hassle.

My only problem with the stage is that it's possible to instantly die right at the beginning of the stage. Thankfully, it's not immediately right next to Mario, but still.


@Matt0106:
I did enjoy the level. The puzzles were pretty light, as it mostly involves hitting the P-Switch and hurrying up to open passages. It did made for a relatively seamless Zelda experience on a Mario platformer. The level is just short and easy enough that not including a checkpoint is pretty much a moot point, at least for a seasoned Mario player. I did get the feeling that you actually went up to polish the level before uploading it, save for one instance.

At the very beginning of the level, I can access the top of the dungeon by running & jumping off from a note block and landing on trees. Then I did the same from a higher tree to reach the top of the building. And it leads to nothing but an area that anyone could get permanently stuck until they fall in a hole. Since a fair amount of effort went for some outside of the box tricks, it would make sense to reward the player with something and a way to get back to the main path. A small shortcut, coins and/or whatnot are a good reward for that.

Overall, the level is solid!



I'll be writing my opinions about the levels requested by Jetix and Yoshisaur within 2 days or less. I was writing this entire post at night and don't want to be too late at work. I do have a lot to say about the former's latest effort, but I can definitely tell he has improved since I last played his levels. And the latter's level design for that stage is reminiscent of Kaizo Mario where repeated plays is the name of the game.

Thank you very much for the detailed feedback!

About the bumper tracks, i think that those should be fine and i put a checkpoint before the hard part so that should make up for it. I mean yes, the camera is horrible and it's hard to control but people forget that it isn't that much of a problem to lose a life sometimes. Like honestly, i died A LOT in the official games because of the surprises. However, it might be a good idea to remove some of the enemies, since the bumper mechanic is hard to control on its own and the enemies make it even worse.

I hope this all makes sense to you lol...
 
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